WIP
Stores magic ammo in pocket dimension
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Hoard Spells table. These spells count as portalist spells for you, but they don't count against the number of portalist spells you prepare.
Hoard Spells
Portalist Level.3rd Level. Mage Armor, Hunter's Mark*, Ensnaring Strike*5th Level. Branding Smite*, Cordon of Arrows*, Pass without Trace9th Level. Conjure Barrage, Elemental Weapon*, Lightning Arrow13th Level. Freedom of Movement17th level. Banishing Smite*Narrow down to 2 each (try to include some non-portalist spells)At 3rd level, you gain proficiency with medium armor, blowguns, longbows, hand crossbows and heavy crossbows.
Additionally, if your DM allows the use of firearms, you may also gain proficiency with them.
Starting at 3rd level, you can reach into a pocket dimension and acquire magical ammunition. You can summon a piece of magical ammunition or a magical dart as part of an attack you make with it. You have a +1 bonus to attack and damage rolls made with this piece of ammunition or dart, which vanishes immediately after an attack, hit or miss.
This bonus increases to +2 when you reach 10th level in this class.
In addition, you can ignore the loading property of a weapon you use for attacks with ammunition that you summon with this feature.
Starting at 3rd level, while you are within 5ft of one of your Paired Portals and you make a ranged weapon attack on your turn, you can choose to make the attack originate from the other portal. The attack still uses your senses. Creatures being within 5ft of the second portal does not impose disadvantage on the attack roll.
This opens the potential of adding up to 60ft to all ranged weapon attacks. Though more likely to be used to get around cover.
Starting at 3rd level, when you make a ranged weapon attack, you can choose to have the attack originate from one of your Paired Portals, or from the space of a willing creature you can see within 30ft. The attack still uses your senses. Hostile creatures within 5ft of the portal or creature that the attack originated from do not impose disadvantage on the attack roll.
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Starting at 10th level, the bonus to attack and damage rolls from your Transdimensional Ammunition increases to +2.
Starting at 10th level, when a creature travels through one of your paired portals, you can use a reaction warp space around them, altering the movement of missiles around them. Until the start of its next turn, whenever the creature is targeted by a ranged weapon attack, you can impose advantage or disadvantage on the attack roll (your choice).
You can use this reaction a number of times equal to your proficiency bonus, you regain all expended uses when you finish a long rest.
Starting at 10th level, when a creature travels through one of your Paired Portals, you can use a reaction to impose one of the following effects of your choice.
The creature is surrounded by 5 floating darts or pieces of ammunition of your choice for one minute. The darts or ammunition are magical and grant +1 bonus to attack and damage rolls made with them. Once each hits a target, it disappears. The dart or ammunition also disappears after one minute if it is not used. The creature can draw and use a dart or piece of ammunition without using an action.
You choose one item the creature is holding or a container they are wearing that holds ammunition, such as a quiver or bolt case. The creature must make a Dexterity saving throw against your portalist spell save DC or the item you choose is not transported with them through the portal and falls into a space adjacent to the portal they entered.
You can use this reaction a number of times equal to your proficiency bonus, you regain all expended uses when you finish a long rest.
Starting at 15th level,
I kinda wanna change this to be less like Arcane Archer
Starting at 3rd level, when you use your Transdimensional Quiver feature to produce ammunition, you can produce a more powerful piece of ammunition for an attack.
WIP
Longshot. The normal and long range of the weapon are both doubled for this attack.
Curveshot. You ignore half cover and three-quarters cover for this attack.
Pierceshot. line attack?
Cupidshot. On a hit, the target must make a Wisdom saving throw or be charmed by a creature of your choice until the start of your next turn.
Fearshot. On a hit, the target must make a Wisdom saving throw or be frightened by a creature of your choice until the start of your next turn.
Flameshot. On a hit, the target takes an additional 2d6 fire damage. Maybe make these ones more interesting with an additional effect (e.g. cold reduces speed)
Coldshot. On a hit, the target takes an additional 2d6 cold damage.
Toxicshot. On a hit, the target takes an additional 2d6 posion damage.
Deathshot. On a hit, the target takes an additional 2d6 necrotic damage.
Lightshot. On a hit, the target takes an additional 2d6 radiant damage.
Acidshot. On a hit, the target takes an additional 2d6 acid damage.
Thundershot. On a hit, the target takes an additional 2d6 thunder damage.
Sparkshot. On a hit, the target takes an additional 2d6 lightning damage.
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Smart Shooter*. You can use your Intelligence modifier in place of Dexterity for the attack and damage rolls of ranged weapons.
Thrown Weapon Master. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Maybe I should just add these options to the Transdimensional Quiver feature
Starting at 3rd level, you can reach into a pocket dimension and acquire magical ammunition. When you make a ranged attack using a weapon that has the ammunition property, you can summon a piece of magical ammunition for the attack. Using this ammunition grants you the following benefits:
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition, which vanishes immediately after an attack, hit or miss.
You can ignore the loading property of a weapon you use for attacks using this ammunition.